N64 style vertex shading/lighting for low poly models?
I'll give this a shot since no else has answered yet.
The N64 had a semi-programmable color combiner, but the most likely mode is probably &quot;modulate&quot; where the texture color is multiplied by the shade color to produce the output color.
The shade color can be either be static vertex colors, or it can be calculated dynamically from the lighting.
Vertex Colors
For the vertex colors, you can hand-paint the shading into the vertex colors, or have Blender bake to vertex colors. Use a node setup like this:

This should be pretty accurate to the N64.
Lights
In this mode, the shade color is a Gouraud Phong-type shading computed from the normal and the lights. The N64 had one ambient light and up to eight directional (diffuse) lights. You can emulate the ambient light in Blender by setting the Background color for the World. For the directional lights, use Suns.
For the nodes, I don't know if you can do Gouraud shading (shading computed per-vertex, then interpolated) with Blender. But you can do it per-pixel with something like this

The diffuse node computes lighting. The node labeled &quot;Clamp&quot; keeps the shade color in the 0-1 range.
Also set Shadow mode in the material settings to None.
However, this is less accurate to the N64 than using vertex colors since it isn't Gouraud shaded.